2 * Copyright (c) 2019 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-manager.h>
25 #include <dali/public-api/actors/sampling.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/render-tasks/render-task.h>
29 #include <dali/devel-api/threading/thread-pool.h>
30 #include <dali/integration-api/debug.h>
31 #include <dali/integration-api/core.h>
32 #include <dali/integration-api/gl-context-helper-abstraction.h>
33 #include <dali/internal/common/owner-pointer.h>
34 #include <dali/internal/render/common/render-algorithms.h>
35 #include <dali/internal/render/common/render-debug.h>
36 #include <dali/internal/render/common/render-tracker.h>
37 #include <dali/internal/render/common/render-instruction-container.h>
38 #include <dali/internal/render/common/render-instruction.h>
39 #include <dali/internal/render/gl-resources/context.h>
40 #include <dali/internal/render/queue/render-queue.h>
41 #include <dali/internal/render/renderers/render-frame-buffer.h>
42 #include <dali/internal/render/renderers/render-texture-frame-buffer.h>
43 #include <dali/internal/render/renderers/render-surface-frame-buffer.h>
44 #include <dali/internal/render/renderers/render-geometry.h>
45 #include <dali/internal/render/renderers/render-renderer.h>
46 #include <dali/internal/render/renderers/render-sampler.h>
47 #include <dali/internal/render/shaders/program-controller.h>
58 #if defined(DEBUG_ENABLED)
61 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
62 } // unnamed namespace
66 * Structure to contain internal data
68 struct RenderManager::Impl
70 Impl( Integration::GlAbstraction& glAbstraction,
71 Integration::GlSyncAbstraction& glSyncAbstraction,
72 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
73 Integration::DepthBufferAvailable depthBufferAvailableParam,
74 Integration::StencilBufferAvailable stencilBufferAvailableParam )
75 : context( glAbstraction, &surfaceContextContainer ),
76 currentContext( &context ),
77 glAbstraction( glAbstraction ),
78 glSyncAbstraction( glSyncAbstraction ),
79 glContextHelperAbstraction( glContextHelperAbstraction ),
83 backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
85 renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
90 frameBufferContainer(),
91 lastFrameWasRendered( false ),
92 programController( glAbstraction ),
93 depthBufferAvailable( depthBufferAvailableParam ),
94 stencilBufferAvailable( stencilBufferAvailableParam )
96 // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
97 threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
98 threadPool->Initialize( 1u );
103 threadPool.reset( nullptr ); // reset now to maintain correct destruction order
106 void AddRenderTracker( Render::RenderTracker* renderTracker )
108 DALI_ASSERT_DEBUG( renderTracker != NULL );
109 mRenderTrackers.PushBack( renderTracker );
112 void RemoveRenderTracker( Render::RenderTracker* renderTracker )
114 mRenderTrackers.EraseObject( renderTracker );
117 Context* CreateSurfaceContext()
119 surfaceContextContainer.PushBack( new Context( glAbstraction ) );
120 return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
123 void DestroySurfaceContext( Context* surfaceContext )
125 surfaceContextContainer.EraseObject( surfaceContext );
128 void UpdateTrackers()
130 for( auto&& iter : mRenderTrackers )
132 iter->PollSyncObject();
136 // the order is important for destruction,
137 // programs are owned by context at the moment.
138 Context context; ///< Holds the GL state of the share resource context
139 Context* currentContext; ///< Holds the GL state of the current context for rendering
140 OwnerContainer< Context* > surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
141 Integration::GlAbstraction& glAbstraction; ///< GL abstraction
142 Integration::GlSyncAbstraction& glSyncAbstraction; ///< GL sync abstraction
143 Integration::GlContextHelperAbstraction& glContextHelperAbstraction; ///< GL context helper abstraction
144 RenderQueue renderQueue; ///< A message queue for receiving messages from the update-thread.
146 // Render instructions describe what should be rendered during RenderManager::Render()
147 // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
148 RenderInstructionContainer instructions;
149 Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
151 Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
153 uint32_t frameCount; ///< The current frame count
154 BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
156 Rect<int32_t> defaultSurfaceRect; ///< Rectangle for the default surface we are rendering to
158 OwnerContainer< Render::Renderer* > rendererContainer; ///< List of owned renderers
159 OwnerContainer< Render::Sampler* > samplerContainer; ///< List of owned samplers
160 OwnerContainer< Render::Texture* > textureContainer; ///< List of owned textures
161 OwnerContainer< Render::FrameBuffer* > frameBufferContainer; ///< List of owned framebuffers
162 OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
163 OwnerContainer< Render::Geometry* > geometryContainer; ///< List of owned Geometries
165 bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
167 OwnerContainer< Render::RenderTracker* > mRenderTrackers; ///< List of render trackers
169 ProgramController programController; ///< Owner of the GL programs
171 Integration::DepthBufferAvailable depthBufferAvailable; ///< Whether the depth buffer is available
172 Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
174 std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
175 Vector<GLuint> boundTextures; ///< The textures bound for rendering
176 Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
179 RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
180 Integration::GlSyncAbstraction& glSyncAbstraction,
181 Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
182 Integration::DepthBufferAvailable depthBufferAvailable,
183 Integration::StencilBufferAvailable stencilBufferAvailable )
185 RenderManager* manager = new RenderManager;
186 manager->mImpl = new Impl( glAbstraction,
188 glContextHelperAbstraction,
189 depthBufferAvailable,
190 stencilBufferAvailable );
194 RenderManager::RenderManager()
199 RenderManager::~RenderManager()
204 RenderQueue& RenderManager::GetRenderQueue()
206 return mImpl->renderQueue;
209 void RenderManager::ContextCreated()
211 mImpl->context.GlContextCreated();
212 mImpl->programController.GlContextCreated();
214 // renderers, textures and gpu buffers cannot reinitialize themselves
215 // so they rely on someone reloading the data for them
218 void RenderManager::ContextDestroyed()
220 mImpl->context.GlContextDestroyed();
221 mImpl->programController.GlContextDestroyed();
224 for( auto&& texture : mImpl->textureContainer )
226 texture->GlContextDestroyed();
229 //Inform framebuffers
230 for( auto&& framebuffer : mImpl->frameBufferContainer )
232 framebuffer->GlContextDestroyed();
236 for( auto&& renderer : mImpl->rendererContainer )
238 renderer->GlContextDestroyed();
242 void RenderManager::SetShaderSaver( ShaderSaver& upstream )
244 mImpl->programController.SetShaderSaver( upstream );
247 RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
249 return mImpl->instructions;
252 void RenderManager::SetBackgroundColor( const Vector4& color )
254 mImpl->backgroundColor = color;
257 void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
259 mImpl->defaultSurfaceRect = rect;
262 void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
264 // Initialize the renderer as we are now in render thread
265 renderer->Initialize( mImpl->context );
267 mImpl->rendererContainer.PushBack( renderer.Release() );
270 void RenderManager::RemoveRenderer( Render::Renderer* renderer )
272 mImpl->rendererContainer.EraseObject( renderer );
275 void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
277 mImpl->samplerContainer.PushBack( sampler.Release() );
280 void RenderManager::RemoveSampler( Render::Sampler* sampler )
282 mImpl->samplerContainer.EraseObject( sampler );
285 void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
287 texture->Initialize( mImpl->context );
288 mImpl->textureContainer.PushBack( texture.Release() );
291 void RenderManager::RemoveTexture( Render::Texture* texture )
293 DALI_ASSERT_DEBUG( NULL != texture );
295 // Find the texture, use reference to pointer so we can do the erase safely
296 for ( auto&& iter : mImpl->textureContainer )
298 if ( iter == texture )
300 texture->Destroy( mImpl->context );
301 mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
307 void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
309 texture->Upload( mImpl->context, pixelData, params );
312 void RenderManager::GenerateMipmaps( Render::Texture* texture )
314 texture->GenerateMipmaps( mImpl->context );
317 void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
319 sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
320 sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
323 void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
325 sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
326 sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
327 sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
330 void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
332 Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
333 mImpl->frameBufferContainer.PushBack( frameBufferPtr );
334 if ( frameBufferPtr->IsSurfaceBacked() )
336 frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
340 frameBufferPtr->Initialize( mImpl->context );
344 void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
346 DALI_ASSERT_DEBUG( NULL != frameBuffer );
348 // Find the sampler, use reference so we can safely do the erase
349 for ( auto&& iter : mImpl->frameBufferContainer )
351 if ( iter == frameBuffer )
353 frameBuffer->Destroy( mImpl->context );
355 if ( frameBuffer->IsSurfaceBacked() )
357 auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
358 mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
361 mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
368 void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
370 if ( !frameBuffer->IsSurfaceBacked() )
372 auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
373 textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
377 void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
379 mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
382 void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
384 mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
387 void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
389 propertyBuffer->SetFormat( format.Release() );
392 void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
394 propertyBuffer->SetData( data.Release(), size );
397 void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
399 geometry->SetIndexBuffer( indices );
402 void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
404 mImpl->geometryContainer.PushBack( geometry.Release() );
407 void RenderManager::RemoveGeometry( Render::Geometry* geometry )
409 mImpl->geometryContainer.EraseObject( geometry );
412 void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
414 DALI_ASSERT_DEBUG( NULL != geometry );
417 for ( auto&& iter : mImpl->geometryContainer )
419 if ( iter == geometry )
421 iter->AddPropertyBuffer( propertyBuffer );
427 void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
429 DALI_ASSERT_DEBUG( NULL != geometry );
432 for ( auto&& iter : mImpl->geometryContainer )
434 if ( iter == geometry )
436 iter->RemovePropertyBuffer( propertyBuffer );
442 void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
444 geometry->SetType( Render::Geometry::Type(geometryType) );
447 void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
449 mImpl->AddRenderTracker(renderTracker);
452 void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
454 mImpl->RemoveRenderTracker(renderTracker);
457 ProgramCache* RenderManager::GetProgramCache()
459 return &(mImpl->programController);
462 void RenderManager::Render( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
464 DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
466 // Core::Render documents that GL context must be current before calling Render
467 DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
469 // Increment the frame count at the beginning of each frame
472 // Process messages queued during previous update
473 mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
475 const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
476 const bool haveInstructions = count > 0u;
478 DALI_LOG_INFO( gLogFilter, Debug::General,
479 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
480 haveInstructions ? "true" : "false",
481 mImpl->lastFrameWasRendered ? "true" : "false",
482 forceClear ? "true" : "false" );
484 // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
485 if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
487 DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
491 // Mark that we will require a post-render step to be performed (includes swap-buffers).
492 status.SetNeedsPostRender( true );
495 // Switch to the shared context
496 if ( mImpl->currentContext != &mImpl->context )
498 mImpl->currentContext = &mImpl->context;
500 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
502 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
505 // Clear the current cached program when the context is switched
506 mImpl->programController.ClearCurrentProgram();
509 // Upload the geometries
510 for( uint32_t i = 0; i < count; ++i )
512 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
514 const Matrix* viewMatrix = instruction.GetViewMatrix( mImpl->renderBufferIndex );
515 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
517 DALI_ASSERT_DEBUG( viewMatrix );
518 DALI_ASSERT_DEBUG( projectionMatrix );
520 if( viewMatrix && projectionMatrix )
522 const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
524 // Iterate through each render list.
525 for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
527 const RenderList* renderList = instruction.GetRenderList( index );
529 if( renderList && !renderList->IsEmpty() )
531 const std::size_t itemCount = renderList->Count();
532 for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
534 const RenderItem& item = renderList->GetItem( itemIndex );
535 if( DALI_LIKELY( item.mRenderer ) )
537 item.mRenderer->Upload( *mImpl->currentContext );
547 for( uint32_t i = 0; i < count; ++i )
549 RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
551 DoRender( instruction );
554 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
556 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
559 GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
560 mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
561 for ( auto&& context : mImpl->surfaceContextContainer )
563 context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
567 //Notify RenderGeometries that rendering has finished
568 for ( auto&& iter : mImpl->geometryContainer )
570 iter->OnRenderFinished();
575 DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
578 mImpl->UpdateTrackers();
580 // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
581 mImpl->lastFrameWasRendered = haveInstructions;
584 * The rendering has finished; swap to the next buffer.
585 * Ideally the update has just finished using this buffer; otherwise the render thread
586 * should block until the update has finished.
588 mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
590 DALI_PRINT_RENDER_END();
593 void RenderManager::DoRender( RenderInstruction& instruction )
595 Rect<int32_t> viewportRect;
598 if ( instruction.mIsClearColorSet )
600 clearColor = instruction.mClearColor;
604 clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
607 Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
608 Vector4 backgroundColor = mImpl->backgroundColor;
609 Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
610 Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
612 Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
613 if ( instruction.mFrameBuffer != 0 )
615 if ( instruction.mFrameBuffer->IsSurfaceBacked() )
617 surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
619 if ( !surfaceFrameBuffer->IsSurfaceValid() )
621 // Skip rendering the frame buffer if the render surface becomes invalid
625 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
627 Context* surfaceContext = surfaceFrameBuffer->GetContext();
628 if ( mImpl->currentContext != surfaceContext )
630 // Switch the correct context if rendering to a surface
631 mImpl->currentContext = surfaceContext;
632 surfaceFrameBuffer->MakeContextCurrent();
634 // Clear the current cached program when the context is switched
635 mImpl->programController.ClearCurrentProgram();
639 surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
640 backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
644 // Switch to shared context for off-screen buffer
645 mImpl->currentContext = &mImpl->context;
647 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
649 mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
654 DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
656 // reset the program matrices for all programs once per frame
657 // this ensures we will set view and projection matrix once per program per camera
658 mImpl->programController.ResetProgramMatrices();
660 if( instruction.mFrameBuffer )
662 instruction.mFrameBuffer->Bind( *mImpl->currentContext );
664 if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
666 // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
667 Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
668 mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
673 mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
676 if ( surfaceFrameBuffer )
678 mImpl->currentContext->Viewport( surfaceRect.x,
681 surfaceRect.height );
683 mImpl->currentContext->ClearColor( backgroundColor.r,
689 // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
690 // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
691 // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
692 // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
694 mImpl->currentContext->SetScissorTest( false );
696 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
698 mImpl->currentContext->ColorMask( true );
700 if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
702 mImpl->currentContext->DepthMask( true );
703 clearMask |= GL_DEPTH_BUFFER_BIT;
706 if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
708 mImpl->currentContext->ClearStencil( 0 );
709 mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
710 clearMask |= GL_STENCIL_BUFFER_BIT;
713 mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
715 if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
717 if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
719 if ( instruction.mIsViewportSet )
721 // For glViewport the lower-left corner is (0,0)
722 // For glViewport the lower-left corner is (0,0)
723 const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
724 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
728 viewportRect = surfaceRect;
731 else // Offscreen buffer rendering
733 if ( instruction.mIsViewportSet )
735 // For glViewport the lower-left corner is (0,0)
736 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
737 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
741 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
745 else // No Offscreen frame buffer rendering
747 // Check whether a viewport is specified, otherwise the full surface size is used
748 if ( instruction.mFrameBuffer != 0 )
750 if ( instruction.mIsViewportSet )
752 // For glViewport the lower-left corner is (0,0)
753 const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
754 viewportRect.Set( instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height );
758 viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
763 viewportRect = surfaceRect;
767 mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
769 if ( instruction.mIsClearColorSet )
771 mImpl->currentContext->ClearColor( clearColor.r,
776 // Clear the viewport area only
777 mImpl->currentContext->SetScissorTest( true );
778 mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
779 mImpl->currentContext->ColorMask( true );
780 mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
781 mImpl->currentContext->SetScissorTest( false );
784 // Clear the list of bound textures
785 mImpl->boundTextures.Clear();
787 mImpl->renderAlgorithms.ProcessRenderInstruction(
789 *mImpl->currentContext,
790 mImpl->renderBufferIndex,
791 depthBufferAvailable,
792 stencilBufferAvailable,
793 mImpl->boundTextures );
795 // Synchronise the FBO/Texture access when there are multiple contexts
796 if ( mImpl->currentContext->IsSurfacelessContextSupported() )
798 // Check whether any binded texture is in the dependency list
799 bool textureFound = false;
801 if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
803 for ( auto textureId : mImpl->textureDependencyList )
806 textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
807 [textureId]( GLuint id )
809 return textureId == id;
810 } ) != mImpl->boundTextures.End();
817 if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
819 // For off-screen buffer
821 // Wait until all rendering calls for the currently context are executed
822 mImpl->glContextHelperAbstraction.WaitClient();
824 // Clear the dependency list
825 mImpl->textureDependencyList.Clear();
829 // For surface-backed frame buffer
831 // Worker thread lambda function
832 auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
833 auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
835 // Switch to the shared context in the worker thread
836 glContextHelperAbstraction.MakeSurfacelessContextCurrent();
838 // Wait until all rendering calls for the shared context are executed
839 glContextHelperAbstraction.WaitClient();
841 // Must clear the context in the worker thread
842 // Otherwise the shared context cannot be switched to from the render thread
843 glContextHelperAbstraction.MakeContextNull();
846 auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
849 mImpl->threadPool->Wait();
851 // Clear the dependency list
852 mImpl->textureDependencyList.Clear();
858 if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
860 // This will create a sync object every frame this render tracker
861 // is alive (though it should be now be created only for
862 // render-once render tasks)
863 instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
864 instruction.mRenderTracker = NULL; // Only create once.
867 if ( surfaceFrameBuffer )
869 surfaceFrameBuffer->PostRender();
873 mImpl->currentContext->Flush();
877 } // namespace SceneGraph
879 } // namespace Internal